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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_WAYPOINTMOVEMENTGENERATOR_H
#define TRINITY_WAYPOINTMOVEMENTGENERATOR_H
/** @page PathMovementGenerator is used to generate movements
* of waypoints and flight paths. Each serves the purpose
* of generate activities so that it generates updated
* packets for the players.
*/
#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "WaypointManager.h"
#include "Path.h"
#include "Traveller.h"
#include "Player.h"
#include <vector>
#include <set>
#define FLIGHT_TRAVEL_UPDATE 100
#define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILISECONDS // 3 Minutes
template<class T, class P = Path>
class TRINITY_DLL_SPEC PathMovementBase
{
public:
PathMovementBase() : i_currentNode(0) {}
virtual ~PathMovementBase() {};
bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
void LoadPath(T &);
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
protected:
uint32 i_currentNode;
DestinationHolder< Traveller<T> > i_destinationHolder;
P i_path;
};
template<class T>
class TRINITY_DLL_SPEC WaypointMovementGenerator
: public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
i_nextMoveTime(0), path_id(_path_id), repeating(_repeating), StopedByPlayer(false), node(NULL) {}
void Initialize(T &);
void Finalize(T &);
void MovementInform(T &);
void InitTraveller(T &, const WaypointData &);
void GeneratePathId(T &);
void Reset(T &unit);
bool Update(T &, const uint32 &);
bool GetDestination(float &x, float &y, float &z) const;
MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
private:
WaypointData *node;
uint32 path_id;
TimeTrackerSmall i_nextMoveTime;
WaypointPath *waypoints;
bool repeating, StopedByPlayer;
};
/** FlightPathMovementGenerator generates movement of the player for the paths
* and hence generates ground and activities for the player.
*/
class TRINITY_DLL_SPEC FlightPathMovementGenerator
: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
public PathMovementBase<Player>
{
uint32 i_pathId;
std::vector<uint32> i_mapIds;
public:
explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
void Initialize(Player &);
void Finalize(Player &);
void Reset(Player &) {}
bool Update(Player &, const uint32 &);
MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }
void LoadPath(Player &);
void ReloadPath(Player &) { /* don't reload flight path */ }
Path& GetPath() { return i_path; }
uint32 GetPathAtMapEnd() const;
bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint
uint32 m_endMapId;
uint32 m_preloadTargetNode;
float m_endGridX;
float m_endGridY;
void PreloadEndGrid();
};
#endif
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